Abstract We propose augmenting immersive telepresence by adding a virtual body, representing the user’s own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a virtual body in simulated environments; however, research on whether seeing one’s own virtual arms increases presence or preference for the user in an immersive telepresence setup is limited. We conducted a study where a host introduced a research lab while participants wore a head-mounted display which allowed them to be telepresent at the host’s physical location via a 360-degree camera, either with or without a virtual body. We first conducted a pilot study of 20 participants, followed by a pre...
The study presented in this paper extends earlier research involving body continuity by investigatin...
The employment of visual, auditory and tactile senses directly related to specific body limbs associ...
Waltemate T, Gall D, Roth D, Botsch M, Latoschik ME. The Impact of Avatar Personalization and Immers...
A rendering of a representation of one's own body in a head mounted display (HMD) virtual environmen...
Subjective experience of human control over remote, artificial, or virtual limbs has traditionally b...
The sense of proximity to a virtual context requires a diverse set of cues that gives a participant ...
Abstract This paper presents two studies investigating how physically remote telexistence users wish...
Part 1: Fundamental IssuesInternational audienceVirtual environments are an increasing trend in toda...
In this paper we present the results of an experiment investigating a participant’s sense of presenc...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking techno...
The influence of avatars on the sensation of presence in room-mounted virtual environments is handle...
This paper outlines our recent research that is providing users with a 3D avatar representation, and...
BACKGROUND: When we talk to one another face-to-face, body gestures accompany our speech. Motion tra...
The integration of the human brain with computers is an interesting new area of applied neuroscience...
The study presented in this paper extends earlier research involving body continuity by investigatin...
The employment of visual, auditory and tactile senses directly related to specific body limbs associ...
Waltemate T, Gall D, Roth D, Botsch M, Latoschik ME. The Impact of Avatar Personalization and Immers...
A rendering of a representation of one's own body in a head mounted display (HMD) virtual environmen...
Subjective experience of human control over remote, artificial, or virtual limbs has traditionally b...
The sense of proximity to a virtual context requires a diverse set of cues that gives a participant ...
Abstract This paper presents two studies investigating how physically remote telexistence users wish...
Part 1: Fundamental IssuesInternational audienceVirtual environments are an increasing trend in toda...
In this paper we present the results of an experiment investigating a participant’s sense of presenc...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking techno...
The influence of avatars on the sensation of presence in room-mounted virtual environments is handle...
This paper outlines our recent research that is providing users with a 3D avatar representation, and...
BACKGROUND: When we talk to one another face-to-face, body gestures accompany our speech. Motion tra...
The integration of the human brain with computers is an interesting new area of applied neuroscience...
The study presented in this paper extends earlier research involving body continuity by investigatin...
The employment of visual, auditory and tactile senses directly related to specific body limbs associ...
Waltemate T, Gall D, Roth D, Botsch M, Latoschik ME. The Impact of Avatar Personalization and Immers...